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Dev Game Club

Brett Douville and Tim Longo
Dev Game Club
Latest episode

502 episodes

  • Dev Game Club

    DGC Ep 480: Psychonauts (part four)

    30/07/2026 | 1h 25 mins.
    Welcome to Dev Game Club, where this week we conclude our series on Psychonauts. We talk about how the game gates certain things on the basis of what seems optional and Brett monologues a bit about some later levels before we talk takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Finished (B) or to Gloria (T)
    Issues covered: a theater level, getting and using door codes, having to remember what abilities a player might have, player types and what's critical path, trophies and missable content, different ways to push the player,  playtesting to balance, what personas you support, the luxury of late full fresh-eyes playtesting, the non-linear nature of Gloria's level, brute forcing your way through the logic of the puzzle, speed-running describing the end of the game, a difficult platformer plus escort mission, talking about the musical identity, being able to do anything, giving narrative and theming to allow anything, cohesive justifications for everything, when the skill elements get in the way, meaning behind the platformer, indies to follow, science. 
    Games, people, and influences mentioned or discussed: Final Fantasy VI, Hitman, The Witcher III, Wolfenstein: The New Order, Clint Hocking, Splinter Cell, Tim Schafer, Dave Grossman, Erik Wolpaw, Drew Barrymore/Firestarter, Ratchet & Clank, Xbox 360/PS3, Dark Souls, Microsoft, Halo, TRON, Armin Shimerman, LucasArts, Peter McConnell, Clint Bajakian, Jesse Harlin, Grim Fandango, Brutal Legend, Friendster, Lord of the Rings, Velvet Underground, mysterydip, Kirk Hamilton, Aaron Evers, Mark Garcia.
    TTDS:
    21:20
    Next time:
    ??!
    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com
  • Dev Game Club

    DGC Ep 479: Splinter Cell CT Bonus Interview with Clint Hocking

    22/07/2026 | 1h 14 mins.
    Welcome to Dev Game Club, where this week we revisit our Splinter Cell conversation with a return interview with Clint Hocking. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Podcast breakdown:
    1:08 Interview
    1:04:47 Break
    1:05:11 Outro
    Issues covered: who is responsible for the MDA framework, moving to Montreal and working with New Yorkers, world-relative cameras, figuring out console cameras, the struggles with camera and controls, a game that had all the elements, neoconservative fantasy to save the world from future threats, having a team form around the ashes of disagreement, doing three jobs, clarity in the goals, design sins, having invited moments vs supporting being better than the designer, establishing a systemic language, the most complicated doors in video games, being bottom-up, negotiating all the types of doors, everyone being on board with the approach, intrinically motivated engagement, motivating the desired experience, real-world examples of what it means to get 100%, the one job, being remote vs being in the job, level design and script writing between entwined, the state of the industry.
    Games, people, and influences mentioned or discussed: UbiSoft, LucasArts, Valve, Amazon, Build Machine Games, Far Cry 2, Robin Hunicke, Mark LeBlanc, Robert Zubek, Doug Church, Red Storm Entertainment, Hitman, Halo, Xbox, Bounty Hunter, Jedi Knight, Metal Gear Solid (series), Resident Evil (series), The Fifth Element, James Bond, J. T. Petty, Rainbow Six, Call of Duty, Medal of Honor, EA, GoldenEye, Bloodborne, Sekiro, FromSoft, Dark Souls, mysterydip, Watch Dogs, Warren Spector, Psychonauts, Tim Schafer, Full Throttle, Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    Finish Psychonauts! (-ish)
    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com
  • Dev Game Club

    Discord Game Club Ep. 17

    15/07/2026 | 1h 50 mins.
    It's summertime and that means scheduling challenges. Therefore, this week we are reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview David Mauro of DIE SOFT, talking about the development of Little Nemo and the Guardians of Slumberland. We expect to return next week.
    Twitch: timlongojr and twinsunscorp 
    Discord 
    DevGameClub@gmail.com
  • Dev Game Club

    DGC Ep 478: Psychonauts (part three)

    08/07/2026 | 1h 23 mins.
    Welcome to Dev Game Club, where this week we continue our series on Psychonauts. We dive into (ha) the lungfish levels and the Milkman Conspiracy and talk about the tension between systems and individually scripted experiences, before turning to user questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    To Milkman
    Issues covered: a special announcement, turkeys everywhere, long digression into weird Spelunky, setting up the Lungfish, hunting down all the collectibles, an underwater bubble and moving around, consistency in levels, coming in with different player options, involving the empathy of the player, the limits of other genres in engaging empathy mechanically, the difficulty of reading the environment, the unfortunate PS4 port from the PS2, avoiding oysters, a direct lineage of creativity, becoming Godzilla, reuse of abilities when you return, every level being a genre, leading the way creatively, parallel to indie film, re-entering the levels and the tongue-in-cheek, going every direction and the costs, relearning rules each level, the cost of testing boundaries due to other mechanics, jumping between gravity spaces, describing the Milkman level, conspiracy mad-libs, being in an environment where you will fail again and again, memorable levels here and elsewhere, zingers of stingers, lines in movies vs lines in games, reinforcing them, a typical day in the life for a game designer, iterating to solve problems, getting people on board and carrying vision, people who show what's going on with the project, building consensus. 
    Games, people, and influences mentioned or discussed: Spelunky, Andy Nealen, mysterydip, Beyond Good & Evil, Crash Bandicoot, King's Quest, Costume Quest, Headlander, Keeper, Stacking, Trenched/Iron Brigade, Tim Schafer, Daron Stinnett, LucasArts, Community, Velvet Underground, Four Weddings and a Funeral, Psychodyssey, Nintendo, Majora's Mask, Microsoft, Shadow of the Colossus, Ico, Outer Wilds, Portal, Duke Nuke'em, John Carpenter, Them, Roddy Rowdy Piper, Sasha/scarytiger, Jonno, Starfighter, Kirk Hamilton, Aaron Evers, Mark Garcia. 
    Next time:
    Finish the game?
    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com
  • Dev Game Club

    DGC Ep 477: Psychonauts (part two)

    01/07/2026 | 1h 13 mins.
    Welcome to Dev Game Club, where this week we continue our series on Psychonauts. We unravel more about what this game even *is*, while at the same time looking at things like level design, abilities and powers, and other topics, before turning to listener mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
    Sections played:
    Past Milla Vodello
    Issues covered: wait what is this?, inefficiencies in development, constant learning, a full brain, modifying your loadout, using abilities in the scavenger hunt, fitting everything in, multiple economies, the problems of a radial wheel, making a new genre from blending and having to rethink, a tradition of crunch, edge cases everywhere, making something realistic feel good, the multi-step process of sucking up a mental cobweb, iterating through multiple games, teaching you about the inventory, niche games that are bespoke, having troubles with certain aspects, level design, the cohesion of the level select screen, themes that games don't often address, iteration internally and externally, unrelated systems and synchronicity, the zaniness messing with you, the ranking system and optional things, a sum of parts, TV adaptations, adaptating to the world, having to amp up and bring in more stuff, expanding emotional beats, finding a side story, going the hero route. 
    Games, people, and influences mentioned or discussed: Ratchet and Clank (series), Zelda: Ocarina of Time, Dark Souls, Super Monkey Ball, Conker's Bad Fur Day, Beyond Good & Evil, Tim Schafer, Starfighter, Devin Kelly-Sneed, Tomb Raider, The Sims, Assassin's Creed (series), Half-Life, Clint Hocking, Inside Out, Pixar, Halo, Hitchhiker's Guide to the Galaxy, Get Smart, Bethesda Game Studios, Fallout, James, Mortal Kombat 2, Karl Urban, Nick Offerman, Parks & Rec, Exit 8, Resident Evil, Zach Creggars, Weapons, Barbarian, The Witcher, Kirk Hamilton, Aaron Evers, Mark Garcia.
    TTDS: 14:10
    Links:
    Behind the Code: On the Move! 
    Next time:
    ... More Psychonauts but also maybe something else?
    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com
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About Dev Game Club
Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!
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